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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uellipse_Stage1;
uniform vec4 ucolor0_Stage2;
uniform vec4 ucolor1_Stage2;
uniform vec4 ucolor2_Stage2;
uniform vec4 ucolor3_Stage2;
uniform vec4 ucolor4_Stage2;
uniform vec4 ucolor5_Stage2;
uniform float uPixelSize_Stage5;
uniform vec2 uRange_Stage5;
uniform sampler2D uTextureSampler_0_Stage5;
noperspective in vec2 vEllipseOffsets_Stage0;
noperspective in vec4 vEllipseRadii_Stage0;
noperspective in vec4 vinColor_Stage0;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec2 vTransformedCoords_1_Stage0;
void main() {
vec4 outputColor_Stage0;
vec4 outputCoverage_Stage0;
{
outputColor_Stage0 = vinColor_Stage0;
vec2 offset = vEllipseOffsets_Stage0;
offset *= vEllipseRadii_Stage0.xy;
float test = dot(offset, offset) - 1.0;
vec2 grad = (2.0 * offset) * vEllipseRadii_Stage0.xy;
float grad_dot = dot(grad, grad);
grad_dot = max(grad_dot, 1.1754999560161448e-38);
float invlen = inversesqrt(grad_dot);
float edgeAlpha = clamp(0.5 - test * invlen, 0.0, 1.0);
offset = vEllipseOffsets_Stage0 * vEllipseRadii_Stage0.zw;
test = dot(offset, offset) - 1.0;
grad = (2.0 * offset) * vEllipseRadii_Stage0.zw;
grad_dot = dot(grad, grad);
invlen = inversesqrt(grad_dot);
edgeAlpha *= clamp(0.5 + test * invlen, 0.0, 1.0);
outputCoverage_Stage0 = vec4(edgeAlpha);
}
vec4 output_Stage1;
{
vec2 d = gl_FragCoord.xy - uellipse_Stage1.xy;
vec2 Z = d * uellipse_Stage1.zw;
float implicit = dot(Z, d) - 1.0;
float grad_dot = 4.0 * dot(Z, Z);
{
grad_dot = max(grad_dot, 1.1754999560161448e-38);
}
float approx_dist = implicit * inversesqrt(grad_dot);
float alpha;
{
alpha = clamp(0.5 - approx_dist, 0.0, 1.0);
}
output_Stage1 = outputColor_Stage0 * alpha;
}
vec4 output_Stage2;
{
output_Stage2 = outputCoverage_Stage0;
float alpha = 255.0 * output_Stage2.w;
if (alpha < 0.5) {
output_Stage2 = ucolor0_Stage2;
} else if (alpha < 1.5) {
output_Stage2 = ucolor1_Stage2;
} else if (alpha < 2.5) {
output_Stage2 = ucolor2_Stage2;
} else if (alpha < 3.5) {
output_Stage2 = ucolor3_Stage2;
} else if (alpha < 4.5) {
output_Stage2 = ucolor4_Stage2;
} else {
output_Stage2 = ucolor5_Stage2;
}
}
vec4 output_Stage3;
{
output_Stage3 = floor(output_Stage2 * 255.0 + 0.5) / 255.0;
{
output_Stage3.xyz = output_Stage3.w <= 0.0 ? vec3(0.0) : floor((output_Stage3.xyz / output_Stage3.w) * 255.0 + 0.5) / 255.0;
}
}
vec4 output_Stage4;
{
output_Stage4 = output_Stage3;
}
vec4 output_Stage5;
{
output_Stage5 = vec4(1.0, 1.0, 1.0, 1.0);
vec2 coord = vTransformedCoords_1_Stage0;
coord.y -= uPixelSize_Stage5;
for (int i = 0;i < 3; i++) {
output_Stage5 = min(output_Stage5, texture(uTextureSampler_0_Stage5, coord));
coord.y += uPixelSize_Stage5;
}
output_Stage5 *= output_Stage4;
}
{
sk_FragColor = output_Stage5 * output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_1_Stage0;
in vec2 inPosition;
in vec4 inColor;
in vec2 inEllipseOffset;
in vec4 inEllipseRadii;
noperspective out vec2 vEllipseOffsets_Stage0;
noperspective out vec4 vEllipseRadii_Stage0;
noperspective out vec4 vinColor_Stage0;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec2 vTransformedCoords_1_Stage0;
void main() {
vEllipseOffsets_Stage0 = inEllipseOffset;
vEllipseRadii_Stage0 = inEllipseRadii;
vinColor_Stage0 = inColor;
vec2 pos2 = inPosition;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_1_Stage0 = (uCoordTransformMatrix_1_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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